The rules for genasi, I freely admit, are cribbed from the Acrozatarim campaign.
Bonus: +2 Dex OR +2 Cha
Power – Swift as the Winds
Once per battle, you may make an additional Move action during your turn. This action doesn’t have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you’re back on solid ground!
Champion Feat: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.
Bonus: +2 Con OR +2 Cha
Power – Bones of the Earth
Once per battle, as a quick action, you may gain Resistance (Physical) equal to 13 + half your level (rounding up) until the beginning of your next turn.
Champion Feat: You may also shake off one source of ongoing damage or one condition, ending it immediately.
Bonus: +2 Int OR +2 Cha
Power – Soul Ignition
Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level.
Champion Feat: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.
Bonus: +2 Wis OR +2 Cha
Power – Flowing Tide
Once per battle, you may pop free from one engaged enemy as a quick action. If the Escalation Die is at 3 or higher, you may also pop free from all engaged enemies, or may inflict the hampered condition on the one enemy until the beginning of your next turn.
Champion Feat: When you pop free of one engaged enemy, you may then drag them with you for the distance of one move action, and then re-engage them if you desire. You may do this to one engaged enemy even if you are popping free from several at the same time.